Comments (1)
I completely forgot about that! By default, the maximum number of handles (or voices) is set to 16. This value can be raised, but performances will be affected. I didn't understand if only when playing tens of sounds, that would be obvious, or just raising that limit.
The solution is to use the functions you mentioned or raise that default value with setMaxActiveVoiceCount()
(or maybe better documented here)
I read somewhere in the docs that is not a good idea to set all voices as protected
, but it's a good idea set as protected for example a background game music. For sure is a good idea to expose all these functions to the plugin! I'll do it soon.
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Related Issues (20)
- feat: Add custom source data for capturing HOT 3
- fix: Crash when opening a malformed mp3 file HOT 2
- feat: Make it possible to "instance" SoLoud? HOT 3
- feat: Find a better mechanism than the `audioEvent` stream for listening to changes in the engine HOT 3
- feat: Fail-fast more often HOT 2
- feat: WASM support HOT 27
- chore: Address C++ compilation warnings HOT 2
- proposal: Another set of renames HOT 4
- docs: What does disposeSound actually do? HOT 2
- fix: Wrong error reported when trying to add a filter twice
- bug: crash on deinit() HOT 1
- fix: App asks for microphone permission even though it's not using it HOT 4
- feat: Simplified Recording Mechanism HOT 12
- feat: WaveForm for complete Audiofile HOT 1
- perf: Ability to play precise sound sequences HOT 3
- fix: Missing audio on playing a loaded url HOT 1
- fix: Init error on hot restart HOT 3
- fix: handles become invalid at unknown points HOT 9
- MA_NODE_FLAG_SILENT_OUTPUT duplicates API recursive triggers (bangs) HOT 2
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